art and technology: archiving video games for humanities
TRANSCRIPT
Art and technology: archiving video games for
humanities research in university libraries
Kelli Wood AND David S. Carter
Abstract
O ver the past half-century video games have become a significant part of our cultural environment,
in part, by leading advances in both technology and artistic innovation. In recent years librarians
and researchers have recognized these games as cultural objects that require collection and curation.
Developing and maintaining collections of this fast moving and somewhat ephemeral media, however,
poses challenges due to constantly advancing technology and a corresponding lack of consistent
terminology. This article addresses the literature and critical issues surrounding collections of video
games within libraries and presents a case study of the University of Michigan’s Computer and Video
Game Archive (CVGA), one of the largest academic archives of its kind. Moreover, video games are
situated in a humanistic approach to the field of game studies as the article draws on the relevance of
methods from art history and film studies.
Introduction
In April 1962 the first issue of the newsletter for the Digital Equipment Computer
Users’ Society announced both the establishment of a “program library” at the
Digital Equipment Corporation (DEC) and the nascent popularity of the video
game SPACEWAR at MIT (see Fig. 1). The program library would be managed by
Beverly Clohset, a graduate of Central Michigan University with an interest in
mathematics, and its purpose was to test and catalogue programs written for
DEC’s PDP-1 computer for the benefit of users.1 In the same month, Steve Russell
and fellow MIT students were perfecting SPACEWAR, one of the first examples of
a video game as we understand them today (see Fig. 2). Collaborators Dan
Edwards and Martin Graetz reported to Decuscope newsletter editor Elsa
Newman: “. . .SPACEWAR is an exciting game for two players, many kibitzers, and
a PDP-1. The game starts with each player in control of a spaceship (displayed on
PDP’s scope face) equipped with propulsion rockets, rotation gyros, and space
torpedos.” By the summer on 1962 the inventors of SPACEWAR dispersed to
different institutions, bringing copies of the video game with them. Graetz
reported that program tapes were already showing up all over the country on any
research computer with a CRT -- perhaps copies obtained through the DEC
library.2
The 1962 Decuscope newsletter elucidates how the proliferation of new for-
mats of information and the need for libraries to store and circulate that media
responded to the co-evolution of computer technology and early video game
development. Over half a century later, video games have blossomed into one of
the most prevalent forms of media in the world and remain at the forefront of not
only technological, but also artistic, innovation. As a result, university libraries
began including video games in their collections to support research across dis-
ciplines as well as for their entertainment value. This article considers the state of
current university library collections of video games and includes a review of
recent literature of the topic that addresses cataloging, selection criteria, circula-
tion, and the creation of game laboratories. It proceeds with a case study of the
University of Michigan library’s Computer & Video Game Archive, including
concerns and best practices for archiving technology, lab set up and operations,
and interdisciplinary pedagogy and research. Finally, the article examines the
1. Decuscope: Information for
Digital Equipment Computer
Users 1, no. 1 (April 1962): 1-4.
2. J. M. Graetz, “The Origin of
Spacewar,” Creative Computing 7,
no. 8 (August 1981): 66.
43 / 4 2018
Copyright © ARLIS 2018 doi:10.1017/alj.2018.29 185
relevance of libraries in fostering research on video games in the arts and
humanities disciplines. By situating video games within the emerging and
evolving field of game studies and including methodologies from film studies and
art history, the article concludes by calling for the necessity for the incorporation
of still and video image captures of video games within image databases pro-
duced by visual resources centers.
Video games in university libraries
In the introduction of Jesper Juul’s now essential text Half-Real: Video games
between real and fictional worlds, Jull defines games as ‘transmedial,’ meaning
that the system and rules of a game permutes across media -- such as being able
to play chess on either a wooden board or a computer.3 A key challenge in col-
lecting and cataloguing video games in libraries is managing their transmedial
state and various formats across interfaces. Video games as a popularly under-
stood category appear on cartridges played on early consoles such as the Atari
2600 or Nintendo Entertainment System, programs and disks run on computers
such as the Commodore 64 or Apple IIGS, CDs run on fifth and sixth generation
on consoles such as PlayStation or Xbox, handheld devices from the Nintendo
Fig. 2. Spacewar! running on the PDP-1 at The Computer History Museum.
Photograph by Joi Ito, CC-BY-2.0.
Fig. 1. The first issue of Decuscope: Information for Digital Equipment Computer
Users, April 1962.
3. Jesper Juul, Half-real. Video
Games between Real Rules and.
Fictional Worlds (Cambridge MA:
The MIT Press, 2005), 7.
43 / 4 2018
186
Game Boy to the Switch, server based games and digital downloads for com-
puters, phones, and tablets, as well as immersive virtual reality environments
such as the CAVE platform.
Greta de Groat has charted the history of cataloguing practices for the varied
formats of video games in U.S. libraries, including changes in ALA and Library of
Congress rules, noting that rapidly evolving technology has often resulted in a lag
in accessioning and accurately and consistently describing of video games in
catalogues. De Groat concludes that the collocation of video games has suffered
from a lack of consistent terminology, for example that the Library of Congress
makes a distinction between video games and computer games, but that recent
updates to RDA and MARC standards are improving.4 Zach Welhouse, Jin Ha Lee,
and Jennifer Bancroft have proposed a regular and controlled vocabulary for
describing the narrative features of video games in order to catalogue them
according to their plot.5
While some libraries began to casually include video games into their collec-
tions, others actively and intentionally built collections of games. In 2007, Danielle
Kane, Catherine Soehner, and Wei Wei documented the creation of a game lab
and library collection at the University of California, Santa Cruz, in response to the
creation of the a new interdisciplinary degree in game design. The library started
with a core of 15 games on reserve on different consoles. Librarians had selected
the games based on the quality of content (judged by the technical merit and
aesthetic quality of graphics, sound, gameplay, and value), as well as the con-
siderations of maintenance, ease of use, cost, and language.6 Elizabeth Tappeiner
and Catherine Lyons examined a number of libraries in order to create selection
criteria for the acquisition of games, including practical considerations of equip-
ment, the usefulness for teaching objectives, relevance of content for real world
skills, and the historical and cultural value of video games.7 Because the preva-
lence of violent and sexual content in video games may raise issues of censorship
for librarians wishing to provide access to materials needed for research, dedi-
cated content specialists should be relied upon to make decisions about which
games to acquire.8
Mary Laskowski and David Ward identify three main reasons for incorporating
video games into academic library collections: to support faculty research, to
support classroom instruction, and for the entertainment and curricular needs of
students. They call for a collaboration between these areas, suggesting that
libraries can become an important nexus for this field of research.9 Faye Chadwell
has agreed, asserting the centrality of video games to the mission of academic
libraries despite a few studies that have suggested their inclusion is untenable
given widespread budgetary constraints.10 Cécile Swiatek and Myriam Gorsse
have also argued for the inclusion of games in libraries, suggesting librarians
shift focus away from entertainment toward interactive learning that can be
facilitated by new staff roles such as ‘Game Manager’ and ‘Game Designer,’ while
public librarian Ball Gallaway provides a guide for organizing an
entertainment-leaning collection of video games.11
Diane Robson and Patrick Durkee’s approach focuses on the development of
collections in academic libraries. They summarize that promoting access to digital
and internet games, in particular curated collections of independent and artistic
games, will be crucial for the future of studying games as the field evolves
technologically.12 Carleton University Librarians Emma Cross, David Mould, and
Robert Smith also discuss how to approach collections management in the face
of a shift from console based gaming to newer technologies and online platforms.
In particular they note how digital rights management will be a key factor in the
future of collecting video games.13
Over a dozen major university libraries have actively publicized video games
collections in recent years. Stanford University has pioneered video game col-
lections in academic libraries, archiving over 3,200 video games and numerous
consoles in their Media & Microtext Center. Stanford also houses the Stephen
Cabrinety archives, which includes computer hardware, hand-held games, lit-
erature, and documents on the formative years of the microcomputing gaming
industry.14 Between 2007 and 2010 several public university libraries in the United
States began collecting and circulating video games, including the University of
Michigan, University of North Texas, the University of Oregon, and UC Santa
Cruz.15 In the United Kingdom in 2008, Nottingham Trent University, Bath Spa
University and the National Media Museum in Bradford collaborated to create a
digital collection of video games.16 In Canada, the University of Calgary created
4. Greta de Groat, “A History of
Video Game Cataloging in U.S.
Libraries,” Cataloging &
Classification Quarterly 53, no. 2
(2015): 135-156.
5. Zach Welhouse, Jin Ha Lee,
and Jennifer Bancroft, ‘“What Am
I Fighting For?”: Creating a
Controlled Vocabulary for Video
Game Plot Metadata.’ Cataloging
& Classification Quarterly 53, no. 2
(2015): 157-189.
6. Danielle Kane, Catherine
Soehner and Wei Wei, “Building a
Collection of Video Games in
Support of a Newly Created
Degree Program at the University
of California, Santa Cruz”, Science
& Technology Libraries, 27, no. 4
(2007): 83.
7. Elizabeth Tappeiner and
Catherine Lyons, “Selection
Criteria for Academic Video Game
Collections”, Collection Building,
27, no. 3 (2008): 121–125.
8. As has been the case at the
library at Carleton University, see
Emma Cross, David Mould, and
Robert Smith, “The Protean
Challenge of Game Collections at
Academic Libraries,” New Review
of Academic Librarianship 21, no.
2 (May 4, 2015): 137.
9. Mary Laskowski and David
Ward, “Building Next Generation
Video Game Collections in
Academic Libraries,” Journal of
Academic Librarianship 35, no. 3
(May 2009): 267–73.
10. Faye Chadwell, “What’s Next
for Collection Management and
Managers? Games and Gaming in
Academic Libraries.” Collection
Management 36, no. 4 (2011):
198–202.
11. C. Swiatek and M. Gorsse,
“Playing games at the Library:
Seriously?” LIBER Quarterly 26,
no. 2 (2016): 83–101; Beth
Gallaway Game On! Gaming at
the Library (New York, NY:
Neal-Schuman Publishers, 2009).
12. Diane Robson and Patrick
Durkee, “New Directions for
Academic Video Game
Collections: Strategies for
Acquiring, Supporting, and
Managing Online Materials,”
Journal of Academic Librarianship
38, no. 2 (Mar. 2012): 79–84.
13. Emma Cross, David Mould,
and Robert Smith, “The Protean
Challenge of Game Collections at
Academic Libraries,” New Review
of Academic Librarianship 21, no.
2 (May 4, 2015): 140.
14. “Guide to the Stephen
M. Cabrinety Collection in the
History of Microcomputing, ca.
1975-1995.” Stanford University,
43 / 4 2018
187
the Games and Related Media Collection to house video game consoles from
Pont to Intellevision and Colecovision alongside over 2000 game titles.17
University libraries have also begun incorporating popular and critically suc-
cessful video games into their collections for entertainment and research,
including Virginia Commonwealth University, Michigan State, and the University
of Delaware.18
Shannon Farrell, Amy Neeser, and Carolyn Bishoff have conducted
interview-based qualitative research on the use of video games at the University
of Minnesota in order to ascertain the information and technology needs of
scholars and to develop a strategic approach to video games services that could
be extrapolated to other libraries.19 Their findings noted that scholars in the
humanities and social sciences had a strong need for books and journals in
addition to video games themselves to support research, and they conclude that
collaborative and a multidisciplinary approach to collection development would
best serve universities as a whole. Moreover they note that an unwillingness or
inability for video game companies to partner with academic libraries is an issue
needs to be further explored, but libraries can partner with one another to over-
come barriers to access.
A key point of agreement in the existing literature on video games in academic
libraries is the relevance and importance of the establishment of game labora-
tories in order to facilitate the archiving and upkeep of game consoles and
equipment, the circulation of video games, and a point of access for both enter-
tainment and teaching. The Computer & Video Game Archive, at the University of
Michigan is one of the oldest and most expansive of such game labs, and as a
case study, it could be considered a model for the implementation of video game
collections at other universities.
The Computer & Video Game Archive, at the University of Michigan
The UM Computer and Video Game Archive (CVGA) opened in the fall of 2008
(see Fig. 3). It currently houses nearly 8,000 games from over seventy different
systems, as well as board and card games, tabletop roleplaying games, and
various secondary sources and ephemera. In 2017 the CVGA welcomed nearly
5,000 visitors and recorded usage of over 16,000 items from the collection. The
CVGA collects digital and analog games from the early 1970s to the present day.
Open to the public Monday through Friday, the main CVGA archive room is
located in the basement of the Duderstadt Center, a digital commons on the
University of Michigan’s North Campus that also houses the Art, Architecture &
Engineering Library. In the archive room, users are able to browse the collection
Fig. 3. Computer & Video Game Archive at the University of Michigan.
Manuscripts Division, Special
Collections M0997, https://oac.
cdlib.org/findaid/ark:/13030/
kt529018f2/.
15. “University of North Texas
Gaming Collection,” https://www.
library.unt.edu/collections/
media-library/gaming; Laurie
Bridges, Uta Hussong, and
Margaret Mellinger, “Circulating
Video Game Collections in the
Academic Library,” (Corvallis, OR:
Oregon State University Libraries,
2008), https://ir.library.
oregonstate.edu/concern/parent/
9p290b95r/file_sets/9k41zf996;
Danielle Kane, Catherine Soehner
and Wei Wei, “Building a
Collection of Video Games in
Support of a Newly Created
Degree Program at the University
of California, Santa Cruz”, Science
& Technology Libraries, 27, no. 4
(2007): 77–87.
16. David Crookes, “Curators at
The British Library have begun the
process of archiving videogame
websites,” https://www.
independent.co.uk/life-style/
gadgets-and-tech/news/british-
library-starts-videogame-website-
archive-project-6858507.html .
17. Chris Nelson, “Gaming
Reaches into Far Corners of
Academic World as U of C Builds
Huge Collection,” Calgary Herald
(Mar. 16, 2015), http://
calgaryherald.com/news/local-
news/gaming-reaches-into-far-
corners-of-academic-world-as-u-
of-c-builds-huge-collection
18. Brian McNeill, “VCU Libraries
Launches Collection of Critically
Acclaimed Video Games,” VCU
News (blog), Nov. 6, 2014, http://
news.vcu.edu/article/VCU_
Libraries_launches_collection_of_
critically_acclaimed_video ; “Univ.
of Delaware Video Game
Collection,” https://library.udel.
edu/filmandvideo/video-game-
collection/ ; “Michigan State Video
Game Labs,” https://lib.msu.edu/
gaming/ .
19. Shannon Farrell, Amy Neeser,
and Carolyn Bishoff, “Academic
Uses of Video Games: A
Qualitative Assessment of
Research and Teaching Needs at a
Large Research University,”
College and Research Libraries 78,
no. 5 (2017): 675.
43 / 4 2018
188
of games on the shelves and play the games at one of twenty different gaming
stations (including a semi-private room for motion and VR gaming and large
tables for playing board games). Since the CVGA maintains both software and
hardware for the digital games, the collection is limited to in-house use. During
hours of operation the archive is attended to by one or more CVGA staff, typically
student workers or the CVGA Manager (a full-time staff position).20
Acquisitions, collection, and preservation
The CVGA main collections include primary sources in the form of console
games, handheld games, microcomputer games, as well as secondary sources of
books about games (including academic monographs, player’s guides, game
novelizations, and graphic novels) and gaming magazines. 21 The archive
includes over fifty different gaming platforms, ranging from the Atari 2600 and
TRS-80 to the Microsoft Xbox One and Sony PlayStation 4 (see Figs. 4–6).22 While
the majority of the collection is focused on English language games, the early
primacy and influence of Japanese games and producers is also reflected in the
archive (see Fig. 7). All games have been cataloged and can be found through the
library’s discovery system. Items for the collection are selected by the Video
Game Archivist in accordance with the CVGA collection policy.23
Issues regarding the collection and preservation of video games often mirror
the issues involved in any archival collection, but there are several concerns
related to these particular formats. As with many popular culture collections, it
can be difficult to acquire old items in good condition. While some types of vin-
tage games can be acquired through online retailers and auction houses, others
can be difficult to track down. Particularly elusive, for example, are microcom-
puter games from the 1970s and early 1980s -- an era in which some main modes
of distribution were via plastic bags at flea markets or pages executable code
(intended to be retyped by hand) published in computer magazines. Donations
can be helpful in such instances, as has been the case with nearly half of the UM
CVGA collection. Moreover, a representative game archive will not only need to
manage many different media formats (solid state cartridges, cassette tapes,
magnetic discs, optical discs, digital downloads, etc.), but it must also maintain
the equipment on which to access and play the games. Some of these formats are
more volatile than others: while game cartridges from the 1970s and 1980s have
Fig. 4. Video game consoles and microcomputers from the 1970s and 1980s at
the Computer & Video Game Archive, University of Michigan.
20. For the CVGA’s use policy and
day-to-day operations, see: https://
www.lib.umich.edu/computer-
video-game-archive/cvga-use-
policies
21. For an extensive—though not
exhaustive—list of gaming sys-
tems and microcomputers avail-
able in the CVGA, see: https://
www.lib.umich.edu/computer-
video-game-archive/cvga-
available-systems
22. For a full list of the holdings of
the CVGA, visit: https://www.lib.
umich.edu/computer-video-game-
archive/cvga-available-systems
23. See https://www.lib.umich.
edu/mlibrary-collections/
collection-area-computer-and-
video-game-archive
43 / 4 2018
189
Fig. 6. Video game consoles from the 1990s at the Computer & Video Game
Archive, University of Michigan.
Fig. 5. Mario Bros (1983) played on the Atari 2600, at the Computer & Video
Game Archive, University of Michigan.
43 / 4 2018
190
proven to be remarkably hearty, each time a game is loaded from a cassette tape
may be the last.
When the CVGA was planned, a conscious decision was made to allow for the
indiscriminate playing of the games within the confines of the CVGA space, and
as such materials are stored and used on site and cannot be checked out of the
library (see Fig. 8). While a more “white glove” approach to the archive could
have been taken, UM librarians felt it was important to have the games be played
and experienced as determined by the archive users, allowing for exploration and
discovery. Inevitably this has led to some drawbacks, as games that are played
are games that suffer from wear, especially in the case of controllers. Strategies
for mitigating wear and loss have included storing optical materials in archival
sleeves, learning basic repair techniques, and keeping a cache of replacement
systems and controllers.
Mission and uses
The primary mission of the CVGA is to support the teaching and research inter-
ests of students, faculty and staff at the University of Michigan as it relates to
games. To this end, the CVGA hosts classes related to game studies and game
creation, and supports class-directed and independent research. As game studies
is a multidisciplinary field, the students and researchers come from departments
all over campus, including art, music, history, literature, education, psychology,
and many others.24 Frequently instructors and researchers focus on games as
creative or artistic works, taking the games as texts to be studied in much the
same way as one would examine novels, plays, poetry, movies, or paintings. The
extensive and historical nature of the CVGA’s collections has made it possible for
researchers to explore such research topics as race and ethnicity in all of the FIFA
games, or race as an option in character generation in dozens of different role
playing games (both in digital and analog format). Other topics explored using
the CVGA collections include the role of time in games, using the Legend of Zelda
Fig. 7. Nintendo Famicom, released in Japan in1986, at the Computer & Video
Game Archive, University of Michigan.
24. For a list of courses that have
made use of the CVGA, see: http://
guides.lib.umich.edu/c.php?g=
282989&p=5955147
43 / 4 2018
191
series as a case study, and games based on historical traumas, particularly the
American Civil War.
Games can also be used as examples or enticements to learn about other
related topics. At the University of Michigan, a popular course in the music
department introduced non-music majors to concepts of music theory and ana-
lysis through video game music. Another example was a class on the History of
the Samurai, where students studying the depiction of samurai in literature and
other popular creative works used the CVGA for a class session on samurai in
video games. In another instance, a senior-level game creation course in the
computer science department, where students studying advanced team pro-
gramming used the collection of the CVGA for inspiration. Other creative uses of
the CVGA have involved using the games in the collection as tools for an
unassociated field, such as in an engineering class wherein students studied the
effects of texting while driving by having their subjects attempt to play a racing
game while using their cell phones, or a joint project between the CVGA and the
Language Resource Center that used board games to improve the instructional
English skills of graduate student instructor hopefuls for whom English was not
their primary language.
Fig. 8. On site shelving of video game cartridges in the Computer & Video
Game Archive University of Michigan.
43 / 4 2018
192
When the CVGA is not reserved for classroom or research use, it is also
available to students, faculty, staff and the general public for open recreational
gaming. Such use is encouraged, allowing for people to play old games they may
have only heard about, or get together with friends between classes to play
popular games such as first person shooters such as Halo or Call of Duty, music
games such as Guitar Hero, or sports games such as the FIFA series. This serves
not only the entertainment needs of students, but it also introduces them to the
CVGA as a resource that they may later employ for a class project.
Arts and humanities research on video games
Video game labs such as the Computer & Video Game Archive at the University of
Michigan have the potential to shape and support emerging fields of research
under the umbrella of game studies. Game studies is a relatively new subfield
that focuses on the play of games in and of itself, considering the cultural activ-
ities and material artifacts of games that intersect between many disciplines, from
anthropology and history to textual studies and computer science. Dutch histor-
ian Johan Huizinga wrote perhaps the seminal work in the creation of game
studies, Homo Ludens: a study of the play element in culture.25 Huizinga sought
to answer the question ‘what is the nature of play and what is its significance in
society?’ He concluded that play is indeed serious and fundamental to culture.
Authors looking to sociology, such as Roger Caillois, have interpreted games as
cultural performances, representations of society in which members produce
their individual and collective identities.26 Norbert Elias and Eric Dunning situated
the role of sport in society within a framework of mimetic activities in spare time,
looking to an Aristotle’s considerations of mimesis in relation to poetry and
drama.27
The innovation and proliferation of video games in the past decades has
initiated further debates and lines of inquiry within the field of game studies. A
central methodological question for game studies has been the debate between
the approaches ludology vs. narratology. Narratology seeks to see games
through the meanings they create, the narrative they disseminate, while ludology
focuses on the gameness of the game, its structure, rules, mode of play, and how
that creates meaning. Joost Raessens and Jeffery Goldstein’s early Handbook of
computer game studies emphasizes the necessity of a multidisciplinary approach
to games, beginning with a historical and technological lens on the development
of video games, moving to a designer’s perspective on game creation, to a clinical
psychological approaches to the effects of playing video games alongside
empirical laboratory studies, and finally considering issues of aesthetics and
identity.28 In particular Anna Everett’s chapter, “Serious Play: Playing with Race in
Contemporary Gaming Culture” and her subsequent work asks salient questions
about the moral implications of pleasurable racism in video games, the embodied
experiences of minority players of video games, and the promulgation of racial
narratives.29
Humanities fields, including cinema and media studies, design studies, visual
and material culture, and art history, have also begun to generate significant
scholarship within game studies. Alexander Galloway has taken a philosophical
approach to video games within media studies, teasing apart how the formal
qualities of video games have not only an aesthetic, but also political, impact,
such as in the case of the origin of the first person shooter and the gaze.30
Jasmina Kallay has looked at video game’s impact on cinema, questioning the
divide placed between the two categories on the basis of interactivity in her dis-
section of narrative and special architectures.31 Part II of Mark J.P. Wolf and
Bernard Perron’s The Routledge companion to video game studies further tackles
“Formal aspects” such as art, color, and perspective, focusing on methods from
media studies.32 While the category of art is rarely defined or analyzed from an art
historical perspective, the repeated query “Are video games art?” pervades many
discussions of formal qualities and aesthetics. Brian Schrank’s Avant-Garde
videogames: Playing with technoculture begins with a resounding affirmative,
stating that indeed video games are art before exploring radical and avant-garde
games influenced by contemporary art movements.33 John Sharp in Works of
game: On the aesthetics of games and art takes the discussion further, showing
how contemporary artists have coopted the medium, formal qualities, and aes-
thetics of video games in their artworks.34
25. Johan Huizinga, Homo
Ludens: A Study of the Play
Element in Culture (London:
Routledge & Kegen Paul, 1949).
26. Roger Caillois, Man, Play and
Games, trans. by Meyer Barash
(London: Thames and Hudson,
1962).
27. Norbert Elias and Eric
Dunning, eds., The quest for
excitement: sport and leisure in
the civilizing process (Oxford;
New York: B. Blackwell, 1986).
28. Joost Raessens and Jeffery
Goldstein, eds., Handbook of
Computer Game Studies
(Cambridge, Mass: MIT Press,
2005).
29. Anna Everett, Digital Diaspora
A Race for Cyberspace (Albany:
SUNY Press, 2009).
30. Alexander Galloway, Gaming:
Essays on Algorithmic Culture,
Electronic Medications 18
(Minneapolis: University of
Minnesota Press, 2006).
31. Jasmina Kallay, Gaming Film:
How Games are Reshaping
Contemporary Cinema (New York:
Palgrave Macmillan, 2013).
32. Mark J.P. Wolf and Bernard
Perron, eds., The Routledge
Companion to Video Game
Studies (New York: Routledge,
2014). There have been several
earlier iterations of this work, see:
Mark Wolf and Bernard Perron,
eds., The Video Game Theory
Reader (New York: Routledge,
2003).
33. Brian Schrank, Avant-Garde
Videogames: Playing with
Technoculture (MIT Press, 2014).
34. John Sharp, Works of Game:
On the Aesthetics of Games and
Art (MIT Press, 2015).
43 / 4 2018
193
While several museums have opened in order to preserve computer and video
games as historical artifacts, such as the Computerspielemuseum in Berlin,
VIGAMUS: The Video Game Museum of Rome, the International Center for the
History of Electronic Games at the Strong National Museum of Play, or “Hot
Circuits: A Video Arcade” the first video game exhibit curated by Rochelle Slovin
at the American Museum of the Moving Image, recent exhibitions have sought to
place video games within the discourse of art and contemporary art history. For
example, The art of video games exhibition and catalogue by Chris Melissinos
and Patrick O’Rourke at the Smithsonian American Art Museum resolved the
tension between video games as a popular and commercial medium and their
visual, formal, and interactive potentials as art forms.35 The upcoming exhibition
at the Victoria and Albert Museum, Videogames: Design/play/disruptwill focus on
the design process of contemporary video game art. Smaller galleries and exhi-
bitions too have emphasized video games as art, such as the Video Game Art
Gallery in Chicago, IL and its companion journal, The VGA reader.
In the context of video games as art, libraries have the potential to enable and
shape the field based on the resources they provide and how they curate
knowledge. Brena Smith has already noted the important role that libraries can
play in supporting the field of game studies, focusing on computer science and
digital game design, while Henry Lowood has compared the development of
game studies to the formation of the history of science as an academic discipline.36 Libraries can facilitate research on video games within the fields of game
studies and humanistic and artistic inquiry in a number of ways. For instance, the
creation of subject guides that include not only technical and computer studies
approaches in relation to video games, but also that include information about art
and design and historical approaches to game studies across media can help
broaden students and researcher’s horizons. Furthermore, the co-housing of
recent exhibition catalogues and academic journals on game studies such as
Game studies, Ludica, International journal of computer games technology, or
Games and culture would allow for easy access to complementary scholarship.
Finally, in light of current research on video games as art, video game librarians
could partner with colleagues in visual resource centers to incorporate stills and
videos from video games into image databases of artworks. This could be
achieved with through high quality scans of books and catalogues or through the
use of game capture devices. The creation of clear guidelines for formal analysis
for describing these game images from the outset would best enable users to
properly understand the context of the excerpts and provide consistent metadata.
Although, like film, such images raise legal concerns about their use, properly
catalogued images of video games could be considered under the College Art
Associations guidelines for fair use for teaching and research.37
Conclusion
University collections of video games attend to the dual functions of library and
archive. The archives strain to achieve a prescient historical distance from the
artifacts of video games in an archeology of knowledge dictated by our own
interests and discourses and also to preserve the frangible technology that is
inseparable from the aesthetic content of games.38 Simultaneously the library
circulates and contextualizes video game objects to meet the needs of students
and faculty members, not neutrally providing entry into to a well formed discip-
line, but shaping the nature of our understanding of video games. Libraries pro-
vide the crucial spaces and technologies necessary for teaching and the
intellectual materials necessary to formulate and conduct research in the field of
game studies itself. Ultimately university library collections of video games and
game labs such as the Computer and Video Game Archive at the University of
Michigan serve an essential function for cutting edge pedagogy and research,
and a continued focus on giving access to multidisciplinary materials alongside
video games themselves will ensure their continued academic relevance.
35. Chris Melissinos and Patrick
O’Rourke, The Art of Video
Games: From Pac-Man to Mass
Effect (New York: Welcome
Books, 2012).
36. Brena Smith, “Twenty-First
Century Game Studies in the
Academy: Libraries and an
Emerging Discipline,” Reference
Services Review 36, no. 2 (2008):
205–20; Henry Lowood, “Game
Studies Now, History of Science
Then,” Games and Culture 1, no. 1
(January 2006): 78-82.
37. College Art Association, “The
Code of Best Practices in Fair Use
in the Visual Arts.” http://www.
collegeart.org/programs/caa-fair-
use/best-practices .
38. On historical distance and
discourse of the archive, see:
Michel Foucault, The Archaeology
of Knowledge (Paris: Éditions
Gallimard, 1969).
43 / 4 2018
194
Kelli Wood
Assistant Professor, Postdoctoral Scholar
University of Michigan
Dept. of the History of Art, Society of Fellows
110 Tappan Hall
855 South University Avenue
Ann Arbor, MI 48109
USA
David S. Carter
Video Game Archivist, Reference Services Librarian
University of Michigan Library
2321C Duderstadt
Ann Arbor, MI 48109
USA
43 / 4 2018
195